The Entrance Zone (EZ) is one of four zones in Site-02. It contains the only exits out of the facility and due to this, it is crucial for non-SCPs to keep control of it. Unlike Light Containment Zone, Entrance Zone only contains one checkpoint, which leads to Heavy Containment Zone.
Entrance Zone contains four Workstations and three possible Standard Lockers spawn locations, two of which are in the same room. Entrance Zone is also home to Gate-A and Gate-B which lead to the Surface Zone.
It is the spawn location of Facility Guards at the start of the game.
Unique rooms are rooms that spawn only once and might include valuable items or have an important gameplay role.
The Walkway Office is a medium sized room that contains a walkway and stairs. The top of these stairs has a chance for a Standard Locker to spawn. A Workstation will also always spawn at the top of the stairs. The elevated place is commonly used by SCPs to jump down from to ambush human players as they enter the room.
Another Locker may also spawn one the lower floor of the office near one of the doors to the office. Possible loot:
- Standard Locker
The Cubical Office is a medium sized office that contains multiple desk with computers on them.
Near the corner of the room contains a cubical, a common hiding spot that may also contain a lootable Standard Locker. Possible loot:
- Standard Locker
The Side Office is a hallway with a small office on the side below floor level. The dividing wall of the sunken office can be used for cover and hiding.
The Conference Hallway is a hallway with two locked doors. One is labeled as Conference Room 9B while the other is labeled as Dr. L. The spot near the Dr. L door is often used as a hiding place or to avoid gunfire.
|Intercom Access Required|
|SCP-079 AP Cost: 30 AP|
|Door Destroyable by: SCP-018, Fragmentation Grenades and SCP-096|
The Intercom Room is a corner room with a keycard locked door that requires to open. The door leads to the intercom that players can use to broadcast "useful" messages to the whole facility. The duration of and cooldown between broadcasts can be changed in the server config - by default, players have up to 20 seconds to send broadcasts followed by a 120 second cooldown. The intercom can be used as a room of hiding as only a small amount of Keycards can open the door.
|Gate Access Required|
|SCP-079 AP Cost: 80 AP|
|Door can't be destroyed!|
Entrance Zone is home to two gates that lead to the Surface Zone.
Gate A is closer to the Chaos Insurgent spawn area and so is often used by Chaos when they enter Site-02.
Whilst Gate B is closer to the Mobile Task Force spawn area, and so is often used by the MTF when they enter Site-02. It is also closer to the Escape Area on Surface Zone, making Gate-B often used by Class-Ds and Scientists.
Both gates contain one Workstation.
The gates can only be opened by keycard with .
The Evacuation Shelter is a small room that looks similar to a gate. While the gate can be interacted with, the gate can't be opened by any means.
A Workstation can be found to the left of the entrance.
The room is sometimes used as a place to hide.
Hallways and Dead Ends
Hallways are repeating connectors in between unique rooms and other hallways, most of the time nothing of interest can be found in them.
Dead ends are a single door "rooms" that have no gameplay purpose but can be used as hiding spots.
A simple straight hallway with a decorative bench along the side. The HCZ/EZ Checkpoint is always followed by two Straight Hallways no matter the layout.
A simple corner hallway with a decorative bench near the corner. The corner can be used to hide from SCPs or other dangerous foes.
A 4-Way Intersection with a decorative bench near one of the doors.
Dead Ends are red rooms with only one entrance. There are two variations of dead ends.
A small version that has a collapsed ceiling, stopping one from passing. This room is a common hiding spot.
A large dead end room that contains a gate that can't be interacted with, Facility Guards can spawn in this room. Like the other Dead End room, this room is also a common hiding place.
Impossible Rooms are rooms to do not naturally generate under normal ingame conditions despite existing as apart of the generation code. Both of these two Impossible Hallways are similar in layout to the Conference Hallway.
There are five possible map layouts of Entrance Zone. Special Rooms are randomized in these layouts.
The Straight Hallway on the far left is always the Checkpoint.
Below are all the possible map layouts, using the community given names.
- Entrance Zone is the only zone that does not have a theme.